Files
mtgodot-poc/project/ui/cube_ui.gd
T
shenandClaude Sonnet 5 47baf6c0c6 Metin2 game client (P0–P11) + mobile asset pipeline
Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
  phases, EntityStore world model, ~all GC/CG headers. char create/delete,
  private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
  quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
  char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
  token), system-option + game-option + ESC system menu, private-shop 39-grid,
  party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
  dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.

Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.

Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).

ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
2026-08-31 20:02:12 +09:00

175 lines
5.5 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# CubeUI (첫 버전) —— 도깨비 방주 / 제작 (Cube) 窗。
#
# var cu := preload("res://ui/cube_ui.gd").new()
# add_child(cu)
# cu.setup(m2client, canvas_parent, proto) # proto 可空
#
# 服务器通过 GC_CHAT/COMMAND 的 "cube ..." 行驱动(见 EntityStore::apply_server_command):
# cube_opened(npc) → 显示 + 请求配方列表
# cube_changed → 刷新配方 / 材料 / 金币
# cube_result(vnum,count,ok) → 结果提示
# cube_closed → 隐藏
# 选中一个配方 → [制作] → M2Client.cube_make(index)。
extends Node
var client: Node
var proto: Node
var _root: Control
var _title: Label
var _status: Label
var _list: VBoxContainer
var _mat: VBoxContainer
var _make_btn: Button
var _sel := -1
func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void:
client = m2client
proto = proto_node
_build(parent)
if client.has_signal("cube_opened"):
client.cube_opened.connect(_on_open)
if client.has_signal("cube_closed"):
client.cube_closed.connect(func() -> void: _root.visible = false)
if client.has_signal("cube_changed"):
client.cube_changed.connect(refresh)
if client.has_signal("cube_result"):
client.cube_result.connect(_on_result)
func is_open() -> bool:
return _root != null and _root.visible
func _on_open(npc_vnum: int) -> void:
_sel = -1
_root.visible = true
_title.text = "제작 (Cube) · NPC #%d" % npc_vnum
_status.text = ""
if client.has_method("cube_request_result_list"):
client.cube_request_result_list(npc_vnum)
refresh()
func _on_result(vnum: int, count: int, ok: bool) -> void:
if ok:
_status.text = "제작 성공: %s ×%d" % [_name_of(vnum), count]
else:
_status.text = "제작 실패"
func _name_of(vnum: int) -> String:
if proto and proto.has_method("item"):
var d: Dictionary = proto.item(vnum)
var n := String(d.get("locale_name", d.get("name", "")))
if n != "":
return n
return "#%d" % vnum
func refresh() -> void:
if client == null or _root == null or not _root.visible:
return
var cube: Dictionary = client.get_cube()
var recipes: Array = cube.get("recipes", [])
var results: Array = cube.get("results", [])
for c in _list.get_children():
c.queue_free()
var n: int = maxi(recipes.size(), results.size())
if n == 0:
var e := Label.new()
e.text = "(이 NPC의 제작 목록 없음)"
_list.add_child(e)
for i in n:
var vnum := 0
if i < recipes.size():
vnum = int((recipes[i] as Dictionary).get("result_vnum", 0))
if vnum == 0 and i < results.size():
vnum = int((results[i] as Dictionary).get("vnum", 0))
var b := Button.new()
b.toggle_mode = true
b.button_pressed = (i == _sel)
b.text = "%d. %s" % [i + 1, _name_of(vnum)]
var idx := i
b.pressed.connect(func() -> void: _select(idx))
_list.add_child(b)
_refresh_materials()
func _select(i: int) -> void:
_sel = i
for k in _list.get_child_count():
var b := _list.get_child(k)
if b is Button:
b.button_pressed = (k == i)
# 材料信息可能未拉过 → 请求
if client.has_method("cube_request_materials"):
client.cube_request_materials(i, 1)
_refresh_materials()
func _refresh_materials() -> void:
for c in _mat.get_children():
c.queue_free()
var cube: Dictionary = client.get_cube()
var recipes: Array = cube.get("recipes", [])
_make_btn.disabled = _sel < 0
if _sel < 0 or _sel >= recipes.size():
_mat.add_child(_lbl("재료 정보를 불러오는 중…", 12))
return
var r: Dictionary = recipes[_sel]
_mat.add_child(_lbl("필요 골드: %d" % int(r.get("gold", 0)), 12))
var groups: Array = r.get("material_groups", [])
if groups.is_empty():
_mat.add_child(_lbl("(재료 없음)", 12))
for g in groups:
var parts: Array = []
for s in (g as Array):
parts.append("%s ×%d" % [_name_of(int((s as Dictionary).get("vnum", 0))),
int((s as Dictionary).get("count", 1))])
_mat.add_child(_lbl("• " + " / ".join(parts), 12))
func _lbl(t: String, sz: int) -> Label:
var l := Label.new()
l.text = t
l.add_theme_font_size_override("font_size", sz)
return l
func _build(parent: Node) -> void:
_root = Panel.new()
_root.set_anchors_preset(Control.PRESET_CENTER)
_root.position = Vector2(-200, -190)
_root.custom_minimum_size = Vector2(400, 380)
_root.size = Vector2(400, 380)
_root.visible = false
parent.add_child(_root)
var box := VBoxContainer.new()
box.position = Vector2(16, 14)
box.custom_minimum_size = Vector2(368, 0)
box.add_theme_constant_override("separation", 6)
_root.add_child(box)
_title = _lbl("제작 (Cube)", 16)
box.add_child(_title)
var split := HBoxContainer.new()
split.add_theme_constant_override("separation", 10)
box.add_child(split)
var lsc := ScrollContainer.new()
lsc.custom_minimum_size = Vector2(180, 250)
split.add_child(lsc)
_list = VBoxContainer.new()
_list.add_theme_constant_override("separation", 3)
lsc.add_child(_list)
_mat = VBoxContainer.new()
_mat.custom_minimum_size = Vector2(178, 250)
_mat.add_theme_constant_override("separation", 3)
split.add_child(_mat)
_status = _lbl("", 12)
_status.add_theme_color_override("font_color", Color(1, 0.9, 0.5))
box.add_child(_status)
var brow := HBoxContainer.new()
brow.add_theme_constant_override("separation", 12)
box.add_child(brow)
_make_btn = Button.new()
_make_btn.text = "제작"
_make_btn.disabled = true
_make_btn.pressed.connect(func() -> void:
if _sel >= 0 and client.has_method("cube_make"):
client.cube_make(_sel))
brow.add_child(_make_btn)
var close := Button.new()
close.text = "닫기"
close.pressed.connect(func() -> void: _root.visible = false)
brow.add_child(close)